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[New structures] Observatory Arrays and Gates

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afkalt
Republic Military School
Minmatar Republic
#281 - 2015-04-01 13:26:26 UTC  |  Edited by: afkalt
No, you're scared. If you were not scared, none of this would be a problem.

You're using phrases like

>Negatively affecting his experience.
How? I mean, if you're not frighten or threaten by them...how?

>There should be checks and balances in place to prevent that kind of gameplay.
What gameplay?

>cloak up for the purposes of harassing players in that system
How are they managing this if you're not bothered by them?


You say you can't fight back against cloaked ships - yet you fail to mention that a cloaked ship is INCAPABLE of interacting with you via game mechanics.

Again, your issues are 100% psychological as there is no game mechanic in existence that lets a cloaker hurt you.

YOU let them get to you
YOU allow a non-blue in local to dictate your actions

It's not like when someone hits "cloak" all the rats and rocks disappear, for goodness sakes.

The very fact you keep calling them names shows just how much they are getting to you.

If AFK cloakers can be found, there is literally no safer place in EVE to rat in peace. That strikes me as entirely innapropriate for the levels of reward in null.

Now if we were to talk about things being mutually exclusive - you can find cloaked ships, but you lose local - or vice versa....that creates interesting opportunities and retains balance.
Dr Farallon
Moongoo Mining and Mixing
Goonswarm Federation
#282 - 2015-04-01 13:33:49 UTC  |  Edited by: Dr Farallon
afkalt wrote:
...words...


Sorry dude, you obviously don't get it or don't want to admit you're wrong. That's cool, but I've made my point, thoroughly trounced your counter-arguments, and if you're having trouble understanding by all means re-read my previous posts. I don't know how many times I can explain to you this isn't about irrational fears or psychological issues, and frankly speaking, your attempts to keep using those accusations as a crutch to prop up your crumbling argument is getting sad. I think we've established you don't want to see the status quo change because it'll mess with your style of risk-averse AFK game play. If you were actively playing the game instead of camping a system while AFK you'd realize its not such a big deal to occasionally hit F1 when you've been de-cloaked.

The Observation Array will hopefully fix the current very broken game mechanic of cloak = practical invulnerability.

Fly safe!*

(* you're probably AFK and cloaked right now so you're 100% safe, but you get what I'm saying.)
afkalt
Republic Military School
Minmatar Republic
#283 - 2015-04-01 14:08:20 UTC
You're the one posting emotive posts about the "threats" and their "impacting" you and I'm simply asking - what game mechanics allow a cloaked vessel to interact with you?

I'm simply arguing the unambiguous fact that they CANT TOUCH YOU. However, in the spirit of debate name me but ONE of the things these veritable scourages of the cosmos can do to you. Shouldn't be hard since you have such a torrid time with them.
Cade Windstalker
#284 - 2015-04-01 14:37:03 UTC  |  Edited by: Cade Windstalker
afkalt wrote:
I repeat - you're limiting yourself. You're crippled by your own projected fears of the boogieman.

I will concede that afk cloaking is a problem just as soon as wormholers complain about it with even half the effort of nullbears. That's the real thing though, isn't it? No perfect blanket of local to go hide behind. Last I checked WH guys still kill a bunch of rats....

If you want afk cloaking to stop being 'rewarded' then STOP letting it bother you..


This is a false equivalence. Wormholes are a vastly different ecosystem from Null and stating otherwise is, at best, ignorant.

Just to list a few key differences:


  • There are no cynos in Wormholes
  • There is no local in wormholes for the AFK cloaker to affect gameplay with
  • The majority of PvE in a wormhole is done in groups which mitigates the effect a single cloaked ship can have


However, removing local from Null would not remove the threat of AFK cloaked ships, it would exacerbate it because now you don't even know that they're there so you can avoid them or try to bait them. It also doesn't remove the major threat of a cloaked ship which is a Cyno drop.

In a Wormhole cloaked ships with probes are still a threat but since they absolutely have to deploy probes to find you (no warping from belt to belt) there is some warning, and they have to bring in reinforcements through a wormhole which you can watch.

In short, stop saying AFK cloaking isn't a problem because Wormhole players aren't complaining about it. I could have said the same thing about, say, Titan-blapping and the argument would be just as relevant there as it is here. (just in case anyone missed it there is no way to get a Titan into a Wormhole)

afkalt wrote:
You're the one posting emotive posts about the "threats" and their "impacting" you and I'm simply asking - what game mechanics allow a cloaked vessel to interact with you?

I'm simply arguing the unambiguous fact that they CANT TOUCH YOU. However, in the spirit of debate name me but ONE of the things these veritable scourages of the cosmos can do to you. Shouldn't be hard since you have such a torrid time with them.


They present a clear and present threat which the player is either forced to react to (generally by docking up since no other immediate counter-play is currently available) or, if the player does not react, wait until the enemy player can pick an engagement entirely on their terms at a time of their choosing all while completely immune to any sort of active counter-play.

No, this is not like docking up. When docked up you have one active gameplay option, which is to undock. While cloaked you can scan, you can probe, you can move around in space, and you can pick when and where to engage other players with complete impunity.

Saying a player "CANT TOUCH YOU" with a cloak active is like saying a player can't touch you without turning their guns on. Technically true, but practically speaking it's completely irrelevant.

In-fact, lets run with that analogy a little. Piracy is a well established Eve gameplay mechanic, as is the associated ransom demand. If a pirate gang has caught and pinned down a mark but have not actually activated their guns on him or her, then they can't actually touch the player without doing so. However, the threat of them doing so is enough to generate gameplay. Namely the ransom demand and associated negotiations and other gameplay. In this case a threat, rather than baked-in game mechanics, is allowing another player to interact with you without using strict baked-into-code game mechanics, and speaking entirely in terms of those mechanics is ignorant at best and willfully derailing the discussion at worst.

Does that cover it?

So, I think the Devs understand that people are concerned about AFK cloaking, on both sides of the debate. Back to productive discussion about mechanics and potential implementation of those mechanics related to OAs and Gates?
Nikk Narrel
Moonlit Bonsai
#285 - 2015-04-01 15:00:23 UTC
Cade Windstalker wrote:
afkalt wrote:
...

I will concede that afk cloaking is a problem just as soon as wormholers complain about it with even half the effort of nullbears. That's the real thing though, isn't it? No perfect blanket of local to go hide behind. Last I checked WH guys still kill a bunch of rats....

...


This is a false equivalence. Wormholes are a vastly different ecosystem from Null and stating otherwise is, at best, ignorant.

Just to list a few key differences:


  • There are no cynos in Wormholes
  • There is no local in wormholes for the AFK cloaker to affect gameplay with
  • The majority of PvE in a wormhole is done in groups which mitigates the effect a single cloaked ship can have


However, removing local from Null would not remove the threat of AFK cloaked ships, it would exacerbate it because now you don't even know that they're there so you can avoid them or try to bait them. It also doesn't remove the major threat of a cloaked ship which is a Cyno drop.

In a Wormhole cloaked ships with probes are still a threat but since they absolutely have to deploy probes to find you (no warping from belt to belt) there is some warning, and they have to bring in reinforcements through a wormhole which you can watch.

In short, stop saying AFK cloaking isn't a problem because Wormhole players aren't complaining about it....

It is ironic, as I am usually the person to point out how wormholes are not comparable to sov null.
Of course, the context is different, and I am pointing at things wormholes lack in terms of support and logistics.

While true, there are no cynos in a wormhole, this point is entirely negated by the lack of value a cyno could bring to such a location, in this context.
A cyno is worthless as a tactical threat, because the opposing player has zero forewarning about existing forces already present. The tactical value of a cyno is that it bypasses the warning caused by seeing a list of hostile names in local.
The wormhole pilot can have this group sitting ready, and on grid, before engaging.

No local for the AFK cloaker to affect gameplay with, (in a wormhole). Quite correct.
Equally true, and meaningful, is the lack of any expectation that local is needed for players to operate.

Players operating in groups... I seem to be wondering why this is not expected equally in null, considering that group activity is touted as the foundation of null play.
I am concerned that local may have been used to bypass this need, and players have adapted their expectations that such a need is actually an obstacle to PvE play.
afkalt
Republic Military School
Minmatar Republic
#286 - 2015-04-01 15:20:27 UTC  |  Edited by: afkalt
Nikk Narrel wrote:
A cyno is worthless as a tactical threat, because the opposing player has zero forewarning about existing forces already present. The tactical value of a cyno is that it bypasses the warning caused by seeing a list of hostile names in local.


Even that is greatly limited now (with a couple of exceptions (blops and something I've forgotten) ) due to new jump range limits making map stats very valuable. Takes a minute or two to bomb over in an interceptor and see if people are huddled in scary ships. Watchlisting titan pilots helps as well.

I used to rat in an area filled with known droppers but with judicious use of map stats and an alt to check out discrepancies it was very hard to get caught and dropped.

The careless die.
Kate Ragnarok
Git R Done Resources
#287 - 2015-04-01 16:33:17 UTC  |  Edited by: Kate Ragnarok
People are worried about hot drop and cloaky afk and people who use cloaky ships are worried that they will be corned and killed if a system is put in place.

Just my opinion is that local should be delayed in both null and low sec. Corporation's and alliances can use the OA to make the local or some other indicator when a hostile shows up in system for real time for threat assessment. This would increase the use of the OA platforms for securing intel about one's home. Also it would make invaders have the disadvantage since to them local is delayed. That would make hot drop a lot less likely if the enemy does not know numbers in local and could be ambushed. This would however make spies even more valuable to infiltrate the enemy to know troop placement and logistic paths.

Second maybe have a service module that can be fired up on a OA that boosts combat probes to of the pilot using it to probe out cloaky ships.

The module would take 15 minutes to fire up. This would give a guy that is active and waiting until can log off to let timers cool down.

The pilot doing the probing would be out in the open exposed to attack.

This module would be seen activating and giving a timer through the system.

If the person is active and moving they would not be able to lock them down.

Then the person using the array after a amount of time say 30 minutes have not found the cloaky. They have to shut it down and wait for a cool down timer to try again.


Just one other idea. If I am invading someone and can setup a OA should be able to use it to find holes in their OA grid to take advantage of. Say one system is poorly covered. My system could maybe see a spot I could jump my group in that would not show up on their surveillance system.
Lucien Visteen
Imperial Academy
Amarr Empire
#288 - 2015-04-01 16:52:51 UTC
afkalt wrote:
You're the one posting emotive posts about the "threats" and their "impacting" you and I'm simply asking - what game mechanics allow a cloaked vessel to interact with you?

I'm simply arguing the unambiguous fact that they CANT TOUCH YOU. However, in the spirit of debate name me but ONE of the things these veritable scourages of the cosmos can do to you. Shouldn't be hard since you have such a torrid time with them.


The fuss against AFK cloaking is not about wether they can harm you directly or not, and not everything in EVE is about personal gratification and rewards.

On one side, and it has been repeated at lenghts in this thread, afk cloaking is a valid gameplay for system denial, and for hurting the income generated by an opposing corporation. CCP themselves have also presumibly stated, that afk cloaking is more or less the best way to reduce the oppositions income. I have not heard whether they think the tactic is good or bad, so I suppose that is still up for debate. But basicly, CCP confirm that they know about it, and they let it stay since it has an effect on the world that they are comfortable with.

On the other side CCP also say, and I quote this blog in regards to 'skynet': "We also want to promote active gameplay as much as possible." Since CCP agree that afk cloaking is having an effect on the world, then they also agree that someone is making that effect by doing nothing. They are in other words supporing a type of gameplay that encourages inactivity, and that is a direct opposite to what they want to promote. This is why I feel it needs to be adressed.

A player that is afk can not touch you, that is very true. But saying that they can't hurt you, is false.

The ships hung in the sky in much the same way that bricks don't.

afkalt
Republic Military School
Minmatar Republic
#289 - 2015-04-01 17:29:13 UTC
Lucien Visteen wrote:
A player that is afk can not touch you, that is very true. But saying that they can't hurt you, is false.


I agree but for clarity my position was they can only hurt you if YOU let them, that we the players give them the rewards. It is within our power to stop that without changing the mechanics to make null safer.
Cade Windstalker
#290 - 2015-04-01 17:39:14 UTC  |  Edited by: Cade Windstalker
Nikk Narrel wrote:
It is ironic, as I am usually the person to point out how wormholes are not comparable to sov null.
Of course, the context is different, and I am pointing at things wormholes lack in terms of support and logistics.

While true, there are no cynos in a wormhole, this point is entirely negated by the lack of value a cyno could bring to such a location, in this context.
A cyno is worthless as a tactical threat, because the opposing player has zero forewarning about existing forces already present. The tactical value of a cyno is that it bypasses the warning caused by seeing a list of hostile names in local.
The wormhole pilot can have this group sitting ready, and on grid, before engaging.

No local for the AFK cloaker to affect gameplay with, (in a wormhole). Quite correct.
Equally true, and meaningful, is the lack of any expectation that local is needed for players to operate.

Players operating in groups... I seem to be wondering why this is not expected equally in null, considering that group activity is touted as the foundation of null play.
I am concerned that local may have been used to bypass this need, and players have adapted their expectations that such a need is actually an obstacle to PvE play.


You're quite correct that an AFK cloaker is useless as a threat without some indication of his presence, but I think WH players would be significantly more against the lack of counter-play to cloaky gameplay if it meant the enemy's Dreads and Carriers just suddenly appeared on grid, with no counter-play available, in force rather than having the current chess game of logistics that characterizes Wormhole invasions due to the nature of Wormholes and their mass limits (among other things).

In short, removing Local from Null would not remove the problems with cloaking and a lack of counter-play, it would just remove the ability to threaten players with AFK cloaking and trade it for an almost complete lack of warning when a cloaked player drops in next to you, points you, and lights off a Cyno. Personally I find that to be just as undesirable a dynamic as the current AFK cloaking situation, though I'm sure the droppers would love it.

As for group play in Null vs Wormholes. In a C4 and higher Wormhole groups of ships are almost required to complete any of the available PvE content, and 100% required for maximum value in Capital Escalations. In contrast players have spent the last ~10 years coming up with ways to do Null Sec PvE content in progressively smaller and smaller groups for increased personal profit, to the point where you can solo a good percentage of Null sites in a T3, HAC, or at worst a Carrier. You might call that foolish or their own choice of risk vs reward, but you absolutely can't say it's not relevant. That's how a lot of people play in Null and that should be taken into account when balancing things. Even if activity per system shoots up in the new Sov system it's likely to be a bunch of people ratting or running sites solo or in small groups, not everyone bunched up together because that's not what is required to complete Null PvE content.

afkalt wrote:
Lucien Visteen wrote:
A player that is afk can not touch you, that is very true. But saying that they can't hurt you, is false.


I agree but for clarity my position was they can only hurt you if YOU let them, that we the players give them the rewards. It is within our power to stop that without changing the mechanics to make null safer.


Except that our point is that someone who is cloaked up and AFK is invulnerable to counter play. The only thing you can do to hurt them, short of trying to wait out someone with literally infinite patience (because they could be asleep for all you know) is deny them a kill by going somewhere else, and that's letting them affect your game for no cost or risk to them.

The request here is simple, give cloaky gameplay some counter-play associated with it so that AFK cloakers (and other cloakers in my opinion) have to exercise a degree of risk for the impact they have and the benefits they reap.

This is not "making Null safer" since you still need to go and engage the cloaky player to kill him, and if he hot-drops your gank attempt then *someone* is going to die immediately, as opposed to a guy who just sits AFK cloaked in a system for three days to eventually gank a single ratting Carrier or Battleship.
afkalt
Republic Military School
Minmatar Republic
#291 - 2015-04-01 19:12:16 UTC  |  Edited by: afkalt
How can you honestly not see that forcing cloaking to be ATK only gameplay makes null significantly safer? The last imperfection of locals perfect intel is swept away. There is no ambiguity - ANYONE non blue in local is an active and immediate

No other area of space is afforded such safety and protection and rightly so because that level of proection has no place in eve.

Even giving you the benefit of the doubt that you'll go attack the cloaker - the sweeping majority of nullbears will not. It will stifle all risk to ratters and a significant amount of conflict will die with it. As mentioned it is ALREADY almost impossible to catch someone paying attention. Yes, people still die but just because people are idiots/watching TV whilst afktaring doesn't mean the risk is needing lowered.

Like I say, trash local completely and I'm absolutely fine with cloakers being findable. Keeping local intact and any possibility of finding a cloaked ship will only result in increasing the overall safety of null - somewhere it is ALREADY extremely hard to lose a ratting ship in, though admittedly easier to have your ratting disrupted.
Cade Windstalker
#292 - 2015-04-01 19:34:10 UTC
afkalt wrote:
How can you honestly not see that forcing cloaking to be ATK only gameplay makes null significantly safer? The last imperfection of locals perfect intel is swept away. There is no ambiguity - ANYONE non blue in local is an active and immediate

No other area of space is afforded such safety and protection and rightly so because that level of proection has no place in eve.

Even giving you the benefit of the doubt that you'll go attack the cloaker - the sweeping majority of nullbears will not. It will stifle all risk to ratters and a significant amount of conflict will die with it. As mentioned it is ALREADY almost impossible to catch someone paying attention. Yes, people still die but just because people are idiots/watching TV whilst afktaring doesn't mean the risk is needing lowered.

Like I say, trash local completely and I'm absolutely fine with cloakers being findable. Keeping local intact and any possibility of finding a cloaked ship will only result in increasing the overall safety of null - somewhere it is ALREADY extremely hard to lose a ratting ship in, though admittedly easier to have your ratting disrupted.


If they don't go fight the cloaker then he remains a threat and you should have no problem with that. The point here is to give players a tool to actively counter AFK cloaking gameplay, which will (by definition) create conflict.

I'd also like to address this bit specifically: "As mentioned it is ALREADY almost impossible to catch someone paying attention."

Now, go check Eve-Kill for kills in Null Sec with rats on the damage log. Go ahead, I'll wait. Quite a few aren't there. So either a lot of people don't pay attention, or your assumption is faulty. Either way there are plenty of people dying in Null, both with and without cloaky ships on the kill-mail.

Besides, your argument here is self-defeating. Not two posts ago you say that cloaked ships are no threat, and yet here you're saying that removing AFK cloaking makes Null safer. Which is it? Are they a threat or aren't they?

Besides that any safety in Null is purely the result of players taking steps to protect their assets. Players have made Null what it is and I don't think it's unreasonable to say that without the degree of safety that does exist Null would have a fraction of the population it currently has because the rewards wouldn't be worth the risk.

The entire idea that Null is "safe" is demonstrably false, any accurate kill-board shows that clearly. Which means that your definition of "extremely hard to lose a ratting ship" seems to lie under the presumption that it would be good for the game if it were easy to lose more ISK trying to rat in Null than you make doing so. Since that's a ridiculous suggestion I'm left wondering what, exactly, your problem is with either cloaking or the current state of the game in Null.

It seems to me you don't care to risk your ship fighting someone who might actually shoot back and feel that anyone engaged in money-making activities in Null should be a "free kill" if you put in any amount of effort at all.
afkalt
Republic Military School
Minmatar Republic
#293 - 2015-04-01 20:37:26 UTC
Cade Windstalker wrote:

If they don't go fight the cloaker then he remains a threat and you should have no problem with that. The point here is to give players a tool to actively counter AFK cloaking gameplay, which will (by definition) create conflict.

I'd also like to address this bit specifically: "As mentioned it is ALREADY almost impossible to catch someone paying attention."

Now, go check Eve-Kill for kills in Null Sec with rats on the damage log. Go ahead, I'll wait. Quite a few aren't there. So either a lot of people don't pay attention, or your assumption is faulty. Either way there are plenty of people dying in Null, both with and without cloaky ships on the kill-mail.


And it's almost impossible to lose a freighter in highsec, yet it happens on a daily basis. Because people are sloppy and careless. That there are stupid people out there doesn't mean we balance for them.

Cade Windstalker wrote:
Besides, your argument here is self-defeating. Not two posts ago you say that cloaked ships are no threat, and yet here you're saying that removing AFK cloaking makes Null safer. Which is it? Are they a threat or aren't they?


I said they only get what they are given. If you're giving them something...well that's your deal.


Cade Windstalker wrote:
The entire idea that Null is "safe" is demonstrably false, any accurate kill-board shows that clearly. Which means that your definition of "extremely hard to lose a ratting ship" seems to lie under the presumption that it would be good for the game if it were easy to lose more ISK trying to rat in Null than you make doing so. Since that's a ridiculous suggestion I'm left wondering what, exactly, your problem is with either cloaking or the current state of the game in Null.

It seems to me you don't care to risk your ship fighting someone who might actually shoot back and feel that anyone engaged in money-making activities in Null should be a "free kill" if you put in any amount of effort at all.


It's far from demonstrably false - anyone PAYING ATTENTION will be safed up before even an interceptor has a realistic chance of landing on grid with them. This is easy to check. You appear in local seconds (let's say 2) before your grid is even loaded, you then need to dscan them (let's be nice and say that takes you 4 seconds), you then need to get into (2 second minimum) and out of warp (indeterminate time) with a further 2 second minimum to lock and point them.

So we're at 2+4+2+X+2. That's 10+X. A DOUBLE plated dominix will be in warp in 13 seconds. If you think you can get through a warp tunnel and start a lock in 3 seconds....I have a bridge to sell you.

So, even a double plated domi, if paying attention shouldn't be caught. If the pilot is napping/distracted/watching netflix...then hell mend them.

Point being, just because careless people die, doesnt mean a damned thing. I could use the same flawed assertion to attempt call for highsec buffs because freighters, barges and mission ships die wholesale because people are dumb...

So tell me this, if local becomes the perfect tool and no uncertainties remain - what IS going to kill a ratter? If there's no more danger to ratting, the already epic isk faucet of null can freely go into overdrive. No-one wants that.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#294 - 2015-04-01 20:51:36 UTC  |  Edited by: Fredric Wolf
afkalt wrote:

It's far from demonstrably false - anyone PAYING ATTENTION will be safed up before even an interceptor has a realistic chance of landing on grid with them. This is easy to check. You appear in local seconds (let's say 2) before your grid is even loaded, you then need to dscan them (let's be nice and say that takes you 4 seconds), you then need to get into (2 second minimum) and out of warp (indeterminate time) with a further 2 second minimum to lock and point them.

So we're at 2+4+2+X+2. That's 10+X. A DOUBLE plated dominix will be in warp in 13 seconds. If you think you can get through a warp tunnel and start a lock in 3 seconds....I have a bridge to sell you.

So, even a double plated domi, if paying attention shouldn't be caught. If the pilot is napping/distracted/watching netflix...then hell mend them.

Point being, just because careless people die, doesnt mean a damned thing. I could use the same flawed assertion to attempt call for highsec buffs because freighters, barges and mission ships die wholesale because people are dumb...

So tell me this, if local becomes the perfect tool and no uncertainties remain - what IS going to kill a ratter? If there's no more danger to ratting, the already epic isk faucet of null can freely go into overdrive. No-one wants that.


You are missing the point where many null residents are ok with giving delayed local with the upcomming changes, they are only asking for a way to hunt the hunter as up until now had a free pass in null.
Nina Lowel
Echelon Research
Goonswarm Federation
#295 - 2015-04-01 21:20:36 UTC
Ulrik Elristan wrote:
The OAs look to me like a huge home defense advantage. Do you plan on having smaller OAs be very easy to deploy (read fast and non bulky) to counter this ?
I'm especially concerned with the cloaky pinpointing. If local is disrupted AND d-scan is disrupted, how are you supposed to get intel without being able to relay on stealth ?



Be active?
afkalt
Republic Military School
Minmatar Republic
#296 - 2015-04-01 21:39:56 UTC  |  Edited by: afkalt
Fredric Wolf wrote:
You are missing the point where many null residents are ok with giving delayed local with the upcomming changes, they are only asking for a way to hunt the hunter as up until now had a free pass in null.


And that's fine - my fundamental contention since page 1 has only been for it not to get SAFER as a result of these changes.

edit: And for gates not to become massive fatigue avoidance mechanisms.
Zappity
New Eden Tank Testing Services
#297 - 2015-04-01 21:55:03 UTC
I never understood why AFK cloaking should be allowed to disrupt people who want to actively play the game. Detecting cloaked ships is good for me as long as it isn't too rapid. Active cloaked players should be able to stay hidden.

Zappity's Adventures for a taste of lowsec and nullsec.

afkalt
Republic Military School
Minmatar Republic
#298 - 2015-04-01 22:07:00 UTC
And I've never understood why people buy code permits, but you can't fix stupid.
Cade Windstalker
#299 - 2015-04-01 22:09:06 UTC
afkalt wrote:
And it's almost impossible to lose a freighter in highsec, yet it happens on a daily basis. Because people are sloppy and careless. That there are stupid people out there doesn't mean we balance for them.


Please, please, please load a freighter up with T3 subsystems in Jita, fit it out however you want, set course for Amarr, and see how far you make it. Seriously, this is the most hilarious thing I've read in a while. If someone wants to gank your freighter in High Sec there is almost nothing you can do to stop them from doing it.

You can make yourself an unappealing target, adjust the ISK/tank ratio, but at the end of the day if someone decides "that freighter has to die" then you're going to explode.

afkalt wrote:
I said they only get what they are given. If you're giving them something...well that's your deal.


No, right here -> "You say you can't fight back against cloaked ships - yet you fail to mention that a cloaked ship is INCAPABLE of interacting with you via game mechanics."

afkalt wrote:
It's far from demonstrably false - anyone PAYING ATTENTION will be safed up before even an interceptor has a realistic chance of landing on grid with them. This is easy to check. You appear in local seconds (let's say 2) before your grid is even loaded, you then need to dscan them (let's be nice and say that takes you 4 seconds), you then need to get into (2 second minimum) and out of warp (indeterminate time) with a further 2 second minimum to lock and point them.

So we're at 2+4+2+X+2. That's 10+X. A DOUBLE plated dominix will be in warp in 13 seconds. If you think you can get through a warp tunnel and start a lock in 3 seconds....I have a bridge to sell you.

So, even a double plated domi, if paying attention shouldn't be caught. If the pilot is napping/distracted/watching netflix...then hell mend them.

Point being, just because careless people die, doesnt mean a damned thing. I could use the same flawed assertion to attempt call for highsec buffs because freighters, barges and mission ships die wholesale because people are dumb...

So tell me this, if local becomes the perfect tool and no uncertainties remain - what IS going to kill a ratter? If there's no more danger to ratting, the already epic isk faucet of null can freely go into overdrive. No-one wants that.


No one has, anywhere in this thread, said ratters should be invulnerable. There is, in-fact, nothing stopping you from using any PvP fitted ship in the game to threaten a Null Sec ratter. If no one comes to drive you off (something you asserted earlier) then there you go, ratting stopped, crisis averted. If they do come to drive you off then hey, PvP happens, kills happen in Null, crisis also averted.

The point here is that you should have to actually be at your keyboard actively engaged in the game to interfere with someone else's game, rather than parking a cloaky in system content to know that you've pretty much frozen ratting in that particular system for the day (because no one can do anything about your cloaky, and no one knows if its AFK or just floating around making bookmarks) and going to watch Alliance Tournament re-runs (or something).

If you want to actually catch a Null ratter then get creative. Put bubbles on the station, stage a trap, find a way to catch them that actually involves using your head instead of asking for kills to be handed to you on a silver platter.

Also, as to your "people only die otherwise because they're stupid" assertion. By your own assertions people should only die to cloaky campers if they're stupid. They can run and hide somewhere, they can set their own trap, they can log off. And yet people die to cloakies just like everything else.

Realistically you could argue that every single kill that has ever happened in Eve has been the result of some mistake on someone's part, to one degree or another. Whether it's having a name at the wrong place in the watch list, picking a bad engagement, or simply undocking at the wrong time. The thing is, no one is ever going to play Eve perfectly, and people are going to continue to lose ships. I defy you to find a single person in Null (person, not character) who is actively engaged in the game and has never lost a ship. That person doesn't exist, just like the bottom of your hypothetical slippery slope where people in Null are completely impossible to catch doesn't exist.
afkalt
Republic Military School
Minmatar Republic
#300 - 2015-04-01 22:28:57 UTC
You lost me at freighters getting killed when flown competently. Sorry.

Scout. Webs. Home free, every time, without fail. Even the gankers will tell you this!



Cloaking only even exists as a form of psychological warfare because of local. Further I don't think you understand the difference between decisions a pilot makes borne out of fear vs things forced upon them, by mechanics. It's EXACTLY like the whole permit nonsense.

So on that basis we should probably stop, but try and remember it's a new world now - you're not getting dropped from the other side of the galaxy - so look at map stats, check out recent kills, know the bridgers, know the cyno alts and the passers by, keep an eye on intel for other people being attacked via cynos as then you have the fatigue window to not worry about that group, rat as a team...hell the list is pretty enormous (and ironically every high sec survival tip is valid)....but it's all little details like this which allow you to bash on even if the dreaded red is in system. Or you can let that guy ruin your entire evening, I know what I do.

PS: Domis are still selling for 100% of insurance....unless you're losing ships literally hand over fist and the insurance cost is kill you....I can't fathom how you couldnt make it work.